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Found 49 results

  1. Fallen Guardian

    Gaffi Stick Improvement

    Version 1.0


    Well, a year and 3 days ago I created a mod that changed the horrendous gaffi stick texture from a 64x64 monstrosity to a respectable 1024x1024. I also added a unique(ish) texture for the chieftan's gaffi, and modified that gaffi's description a bit to fit with my changes.
  2. ALPHA000102

    Create A Jedi Trainer

    I have tried posting this request for help in the general section but I have not received any luck so I chose to try again in mod requests. I hope that will not be a problem. I am looking to make two Jedi Trainers. I know there are mods created by Redhawke that allow you to make other members of your party into Jedi such as Carth, Canderous, and Mission. You can find them yourself at the 1st link below. The YouTube video link will show you how they work. However there is no such option for Zaalbar. I want to be shown how to make a Jedi Trainer for myself and Zaalbar. I ask to be shown how to design to characters, set their positions, and dialogue and script in the game, and how to get them to give me specific item.. I have created the dialogue and the .utc files that I want to use for both characters. You can see them in the attached files below. Now I just need to finish the rest. I have seen instructions on how to make an NPC at the final link below but I cannot understand them fully and they are not enough anyway. Besides they are decided to show you how to create a NPC to join your party when I want to just speak to an individual and receive training. Furthermore I know there is a mod that allows each party member to be a Jedi as they join your party. I do not wish to use that. With mods that can turn each other party member into Jedi incorporated into the story of the game I would like one for Zaalbar as well. I can for all the help anyone can provide. I have pasted examples of the mod I would like to have to this thread. Thank you in advance. Mod
  3. blahhah7

    Extra Starport Visas Mod

    Hi guys! I was curious if anyone had a copy of the Extra Starport Visas Mod? I've searched everywhere but I think it was lost when the lucas fourms shut down . If anyone could upload it to MyAirBridge or Zippy or some other file sharing site I'd greatly appreciate it! May the force be with you
  4. I am having a problem with 2 mods that did not come with the TSLPatcher. I understand that you need that in order to install a mod into your override folder but it did not come with one. I also understand that you can setup the TSLPatcher to work with a mod but the problem is that I cannot tell it to install into my override file. When I run the TSLPatcher it just installs as is. I am asking for help to be shown how to get the mod to install to the override folder so it will actually work in the game. Furthermore I want their spells.2da files to merge with the one in the game to add their force powers to the game so none will be replaced. I have attached the mods I need help with all the progress I have made so far. I ask to please be shown how to set the TSLPatcher and its instructions to install the mods to the KOTOR override folder and merge their spells.2da files with the one in the game so all the force powers will be present.
  5. InSidious

    New UI

    File Name: New UI File Submitter: InSidious File Submitted: 28 May 2017 File Category: Mods TSLRCM Compatible: Yes From the readme: Description This mod replaces some of the elements in the user interface (UI) with new versions. This mainly affects the combat UI, but some elements (like the health and force bars) are shared across multiple screens. The item bars and powers menus have new boxes, the combat and selection reticles have been replaced with more minimal versions, and a number of arrows have been replaced with a different style. The overall aim ahs been to imitate the style of the Designers Republic (, and their work, particularly on the Wipeout PlayStation franchise. Eventually, I may replace the whole UI, but this is it for now. NB: This mod has only really been tested on the widescreen, Steam version of the game. The elements may look different on other versions and at different resolutions. Installation Just drop the files into your Override folder. Uninstallation Take them out again. Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks To: Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Fair Strides, for feedback on a previous WIP of this mod; DeadlyStream in general for being helpful, friendly and all the rest of the good stuff it is ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this Click here to download this file
  6. This thread lists the mods known to be compatible or incompatible with SWKotOR on Android and any accompanying conflicts. Unless otherwise stated, assume all the following are K1R compatible. If you have confirmed that any number of mods are compatible or have a link to an unlincked mod, leave a comment below and this post will be appended. Compatible Brotherhood of Shadow: Solomon's Revenge Canon Galaxy Map for KotOR Crixler's New Lightsaber Crystal Pack Enhanced Merchants Tomb of Exar Kun Kainzorus Prime's NPC Overhaul KotOR 1 Restoration Party on the Leviathan Roleplay Padawan Sunry Murder Enhancement Super Enhanced Mod Weapons of the Old Republic Redhawke's mods XediiXarwarz's mods Incompatible
  7. Squall Lionhart

    Squall's SeeD Locker

    Well, since I changed my name on here to match my other accounts (Except for LucasForums), I have decided to create a new thread for my mods. I'm starting off with a robe mod that acts as an expansion to the Prequel robe mod released by Prime. Obviously original credit to him and Deadman for the model and original skins. As I stated, this acts as an expansion and contains many things for both Kotor I and II. I plan to give the prestige classes their own set of robes, as well as the starting classes their own. It will be different for Jedi and Sith. The one shown is the Jedi Weapon Master Robe. On another note, I am privileged to say that RealRece is also working with me on this to provide the textures for his robe models. Therefore we can help appeal to the general masses for those who use either model and don't wish to switch.
  8. Tyvokka

    Upload Issue resolved

    Hey Everyone, About a week or two ago we (really thanks to other awesome admins/mods) discovered that there were upload issues on Deadly Stream. This coincides with an update to the version of Apache and PHP I made to one of Deadlystream's servers. It seems when that update was applied it reset the php config to defaults for Deadlystream thus not allowing the php script for our downloads section to run correctly. Thankfully once I actually noticed this it was a quick fix and uploads seem to be working great now. Sorry to all of our Modders who were inconvenienced and thank you for your patience! If anyone runs into any issues please feel free to reach out in this thread or to myself via PM directly. -Tyvokka
  9. SodaKing54

    Trouble Modding

    Greetings, if you're reading this you are probably better than me at modding KOTOR, I'm having some trouble using the KOTOR tool, more specifically when I save .2da file I can not access it using windows explorer, I can only view it in the KOTOR tool, is it possible I'm doing something wrong? I'm attempting to compile several mods together as they all affect the class, classpowergain, feat, featgain, and skills .2da files, I'm compiling them so I do not have conflicting overrides, I'm keeping the values I need from each mod knowing how each one works, but I can not use the .2da files ive created to test if my complied files work the way I intend them to, I could be an idiot not fully understanding how KOTOR tool works, thats always a possibility but any assistance provided would be greatly appreciated
  10. InSidious

    Azgath N'Dul's Tomb

    File Name: Azgath N'Dul's Tomb File Submitter: InSidious File Submitted: 24 Feb 2014 File Category: Mods TSLRCM Compatible: Yes This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul. You will find it between the tombs of Ajunta Pall and Tulak Hord. A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul. This is because of a model change that mod introduces. They won't crash your game, but they will look a bit odd. This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before, a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device. I've tried to keep the stats fairly balanced, but that's by my judgment. N.B.: Robes included in this mod may not be compatible with robe mods which you have installed. Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch. Click here to download this file
  11. DeadMan

    The Witcher

    Hello folks! Some of you could be wondering, where I was for the last months, or why I didn't released anything new. Long story short - I was consumed by modding the first Witcher game. And now I want to share my work with you. I proudly present you the mod I've been working on since March and recently released - Complete Sword Overhaul. It will replace all ingame sword models with new, high-quality ones. It also makes each sword to use unique model, so your freshly-crafted meteorite sword will not look exactly like the basic one. It took much longer to complete it than I initially thought, but it was worth it.
  12. teasethedog

    Thanks For The Mods...

    I'm new to the forum, and thankful for all the work I've enjoyed from all of you. In addition to being a KOTOR enthusiast, I'm also a professional composer/VO/Actor with a studio, so if you're a modder and need either of those things, send me a PM so I can point you to some samples of my work. Thanks again!
  13. Guest


    i just thought it would be nice if there was a place to request new mods...if they get made or not is up to the modders... and I'm going to start this thread off by requesting a Zabrak/Iridonian exile.... I tried to figure it out by my self..FAILED lol
  14. So I've been playing quite a bit of TSL again after the steam version got it's widescreen update, and as a consequence have been downloading a whole host of mods both from here and from the Workshop: Which brought me to an interesting idea using the workshop. I've seen that because there is a lack of merging support in the functionality of the steam workshop, much of the mod content requires merging is unlikely to find it's way onto the workshop. I've also noticed that steam doesn't modify the game files in anyway when installing mods, rather opting to 'mod' the game at runtime. This is a novel idea which keeps the game files clean and mods easy to uninstall/delete. Steam also doesn't seem to automatically delete the files of unsubscribed mods, when unsubscribing, rather leaving them in the workshop content directory. (Atleast this has been the case as far as I have seen) Additionally steam doesn't verify the content of these folders unless there is an update (in my week or so of testing it atleast) , which means you could change the content of the folders, and they stay that way. So TSLpatcher's primary feature would be merging, something the workshop clearly lacks. My idea involves treating a subscribed mod directory as a 'main' game directory. At the moment I copy over much of TSL's game content to one of my mod folders. (I've made a custom 'mod' for this purpose, which is pretty much just the empty game folder structure) Then install any mods I'd like to try out/use into the folder. The needed merges happen, and the game files are swapped for the modded ones at runtime. Folders Copied: data lips Modules override StreamSounds StreamMusic StreamVoice TexturePacks My current method is a bit ham-handed so I'd like some experienced opinions on the topic of what the most commonly altered files are. Because currently the idea involves having two copies of TSL, or taking a look at the altered files in each mod. The functionality reminds me of Mod Orgainizer for Skyrim actually.But I've a feeling that there is no real answer to which files to include: it depends on the mod. Maybe I should just keep a list of what is overwritten in each mod somewhere? For this to be viable with mutliple mods I'm going to have to figure out how and where steam stores the list of subscribed mods for each game. (if I can figure it out I might write a small app to change between 'game states', without the need for symbolic workshop links online - which probably isn't going to happen because I have a feeling it's stored in userdata) The order which Steam loads the mods is also a problem, but so far it's been loading my TSLRCM before my custom mod. But otherwise it works fine, and it keeps my base game, TSLRCM and 'other' mods seperate, so if I need to get past points due to mods conflicting with TSLRCM, I should be able to swap out the subscription. That is, unless the save is screwed up by it. EDIT: Maybe can figure out something on a per mod basis from the changes.ini EDIT: Workshop deletes files which are specified in the mod, it does not delete folders though, if files not specified by the depotcache manifest (I believe) are present, then it leaves the folder intact and removes specific files.
  15. Any help or suggestions would be great, messed up my own game. Playing KOTOR1 w/ LS (first run through as LS). I'm pretty sure I messed it up myself by installing an incompatible mod. I am stuck at the part where the EbonHawk is first captured by the Leviathan and your entire crew is standing in the middle of the ship getting ready to go. I can't get past that, the next part of the story won't trigger. No ability to leave the Ebon Hawk. Also, all of the shipboard items are gone (workbench, cargo bay containers, etc). Is there a file that can be modified, or someplace in KSE that I can trigger the next phase? If not, then I'm seriously looking at reinstalling my game and starting over.... So yes...any help to NOT get to that point would be great, cuz I'll be looking at hours of reinstalling all those awesome compatible mods... Thanks guys!!!
  16. Hi, everyone, i'm Xuul. If you didn't know, I've been making YouTube videos about Kotor mods for nearly a year now. Lately I've been getting many requests across various platforms for videos so I'm making this thread in the hope that people will post their requests here. I usually release a video weekly so if demand is high your video could take a while. I will make, spotlights, comparisons, installation, teaser videos.. ect. I am willing to make other videos as well upon request. If the video is about a mod I need the following information: Mod Title- A link to the mod- Required mods- Is a new game required? (If you are unsure just say so) TSLRCM Compatible? (If you are unsure just say so) Any additional information about the mod would be greatly appreciated. In particular if you are able to provide any of the following: Item Codes- To spawn in armour, weapons, & items. This will save me time and get the video made faster. Locations- Where is the content? What point in the game do I need to be? Showcase areas- Is there a particular area or part of the mod where one can easily see the effects. Is there a really "Cool" to show off the mod? Is it a WIP? I will only cover a WIP mod if there is enough content to justify the work of making a video. I will add a disclaimer to the video mentioning it is a WIP and will create a "Finished" mod showcase at a later date (time permitting) Other information- Anything significant pertaining to the mod that you think i should know. If you are a mod author and you have any other projects you would like to cover you can also PM on this site and I can normally respond in a day. Sorry for the wall of text. Hopefully people actually post here instead of just spamming the comments section on Youtube. Thank you much, and may the force be with you.
  17. This goes to all those Mac players out there! Hey guys, I'm here with another tutorial! In this video, I show how you can mod Kotor 1 and 2 on a Mac! It's actually quite simple. All of the details are explained in the video!
  18. Hi everyone, I first just want to say what a helpful forum and site this really is and I'm so glad I found people on here who enjoyed both KOTOR and KOTOR 2 as much as I do, as these were a favorite games of mine growing up. :') Anyways, I'm just posting a little in regards to TSL. I have the Steam version with TSLRCM (latest version, 1.8.3) installed plus a two mods from Filefront which I will list below: Bastila's Jedi Robe by Sith_Master_3000 HK-47 Rejuvenated by BaneMinistry And my here are my specs: MS Windows 7 Home Premium 64-bit Intel i3 CPU M 380 @ 2.53GHz, 3.0 RAM with Intel HD Graphics (Not exactly cut out for gaming, I know, but surprisingly K2 never lagged or crashed on me with these specs.) But anyways, basically the game was working great and I didn't encounter any bugs at all until this particular cutscene: As soon as Kreia sits down in the newly rebuilt Enclave, the screen goes black and all I can move is the green cursor and I can open the game menus (like to equip things, check the stats on my character, and save the game, etc.) My first thought was to save there and reload that save, and that got rid of the black screen, but as I go to the Jedi Masters, the cutscene where they discuss what a wound my poor Exile is the force doesn't trigger and I'm just left with 3 unresponsive masters. I think I've tried every fixed I googled but no dice. I know files that change Kreia's appearance conflict TSLRCM so I avoid those but I really don't know what else to do and I just want to finish this masterpiece of a game with this awesome content mod before I go back to school and don't have free time anymore. :'( If anyone has any fixes I can try or knows if my mods are conflicting, please let me know on this. You guys who made TSLRCM seriously outdid yourselves and I really, reaaaaaallly would like to finish it! Kind regards, Amber
  19. This is a small trailer for my "Let's Play" of KOTOR 1 using the K1 Restoration Beta. In March of 2014 some of my subscribers requested that I play KOTOR. Although I was not very farmilar or comfortable with Let's Playing games I thought I would give it a shot since I needed to play through Taris to cover the available content of the K! Restoration Beta. The project itself evolved well beyond what it was initially and Jack Star was born. There series is both fun to make and very popular leading me to consider creating a second chapter in the saga. Through the time making this series I learned much about presenting, recording, video making and many other thing and thus the series progressively improves. I just thought I would share it for those who are interested. For those who are not, you can always check out my KOTOR mod coverage. Thank you for your time and I hope you have an excellent day
  20. Squall Lionhart

    Anakin's fixes

    As most know, I released a fix for PMHH01 and a reskin done by DarthParametric. Well I've decided to go beyond and reskin Dopak to look like Edward Kenway from Assassin's Creed IV. I also have more planned, keep you informed and tell me what you all think. This will include movie style dark side transitions.
  21. File Name: Korriban Academy Workbench File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods A little while ago it struck me - The Dantooine Jedi academy has a workbench, but the Korriban Academy didn't, which can be very inconvenient. In fact, there wasn't one on all Korriban. This mod fixes all that! Now there is a workbench in the little room which leads to the Valley of the Dark Lords. It's just on the left as you come in. The only mod conflict that there might be is if someone else's mod modifies Master Uthar's dialogue. Click here to download this file
  22. File Name: Sleeveless 'Starkiller' Robes File Submitter: InSidious File Submitted: 01 Mar 2014 File Category: Mods This mod replaces the default game male Jedi robe models with sleeveless ones, inspired by Starkiller’s robes in The Force Unleashed 2. The mod also reskins the Qel-Droma Robes for males so that they look more like the robes worn by Starkiller at the start of TFU2. These changes will only affect the PC and Jolee. Other characters will wear ‘sleeved’ robes as normal. Click here to download this file
  23. File Name: Subtler Lightsaber Blades File Submitter: InSidious File Submitted: 24 Feb 2014 File Category: Skins This mod thins out the lightsaber blades provided with the game, first by reducing the size of the "core", and second by making the "aura" a lot dimmer and more ragged. Click here to download this file
  24. Fallen Guardian

    Download:Gaffi Stick Improvement

    Well, a year and 3 days ago I created a mod that changed the horrendous gaffi stick texture from a 64x64 monstrosity to a respectable 1024x1024. I also added a unique(ish) texture for the chieftan's gaffi, and modified that gaffi's description a bit to fit with my changes. ReadMe Screenshots MediaFire Link: DOWNLOAD KotOR Files Link: DOWNLOAD Deadly Stream Link: DOWNLOAD