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View File K1 Ultrawide Letterbox Fix The function that enables letterbox mode for cutscenes has a fork whether the segment was the first in the scene or came later. The very first letterbox after an area loads (first branch) skipped a specific call that sets up the bottom bar's draw state, while every later letterbox made that call. That's why only the first one of each area was ever broken. This patch adds back in the skipped call while making sure not to interfere with dialogue or being able to skip it. Subtitles that were included in the bottom letterbox that was missing are now also visible again. This Patcher doesn't need to be installed in your game folder, although it doesn't hurt anything if you want it there. You can use it easily by unzipping the archive and double-clicking Apply Fix.bat. Alternatively, if you'd rather not trust an executable, you can run the patch yourself using Python by following the instructions in the README. You can also easily uninstall the patch by using Revert Fix.bat if there are any issues. Required setup (install these first): 1. KOTOR Editable Executable: provides a patchable exe (https://deadlystream.com/files/file/1320-kotor-editable-executable/) 2. UniWS: to run the game at your widescreen resolution (https://www.wsgf.org/article/star-wars-knights-old-republic) 3. KotOR High Resolution Menus (the "hires"/k1hrm patcher): for correct widescreen menus and, crucially, the _widescreen dialog-letterbox proportion_ this fix builds on. (https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/) 4. Then this fix, last. Please email me if you have any questions or issues! README.md Submitter ShaeMyName Submitted 06/12/2026 Category Mods K1R Compatible Yes
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- widescreen
- fix
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Version 1.0.1
8 downloads
The function that enables letterbox mode for cutscenes has a fork whether the segment was the first in the scene or came later. The very first letterbox after an area loads (first branch) skipped a specific call that sets up the bottom bar's draw state, while every later letterbox made that call. That's why only the first one of each area was ever broken. This patch adds back in the skipped call while making sure not to interfere with dialogue or being able to skip it. Subtitles that were included in the bottom letterbox that was missing are now also visible again. This Patcher doesn't need to be installed in your game folder, although it doesn't hurt anything if you want it there. You can use it easily by unzipping the archive and double-clicking Apply Fix.bat. Alternatively, if you'd rather not trust an executable, you can run the patch yourself using Python by following the instructions in the README. You can also easily uninstall the patch by using Revert Fix.bat if there are any issues. Required setup (install these first): 1. KOTOR Editable Executable: provides a patchable exe (https://deadlystream.com/files/file/1320-kotor-editable-executable/) 2. UniWS: to run the game at your widescreen resolution (https://www.wsgf.org/article/star-wars-knights-old-republic) 3. KotOR High Resolution Menus (the "hires"/k1hrm patcher): for correct widescreen menus and, crucially, the _widescreen dialog-letterbox proportion_ this fix builds on. (https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/) 4. Then this fix, last. Please email me if you have any questions or issues! README.md-
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View File AxC's Dantooine Star Map Placement Fix n the original game, the Star Map on Dantooine is positioned awkwardly off-center, despite the room clearly being designed for it to be in the middle. Thanks to a Reddit user who spotted this, I couldn't ignore it any longer. This mod corrects the placement so the Star Map now sits properly at the room's center. An additional optional file does the same for the Ancient Droid, centering him in his chamber as well. This mod will only apply it's changes on saves, where the ruins were not yet entered. Credits: WilliamDarkstar4, for the unfortunate discovery that drove me to this Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 02/12/2026 Category Mods K1R Compatible Yes
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Version 1.0.0
158 downloads
n the original game, the Star Map on Dantooine is positioned awkwardly off-center, despite the room clearly being designed for it to be in the middle. Thanks to a Reddit user who spotted this, I couldn't ignore it any longer. This mod corrects the placement so the Star Map now sits properly at the room's center. An additional optional file does the same for the Ancient Droid, centering him in his chamber as well. This mod will only apply it's changes on saves, where the ruins were not yet entered. Credits: WilliamDarkstar4, for the unfortunate discovery that drove me to this Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
View File Vrook and Zhar Unfix for K1CP Restores the vanilla colors of Vrook and Zhar’s robes which are switched by K1CP. DESCRIPTION K1 Community Patch includes Vrook and Zhar Fix by N-DReW25 which switches the color of Vrook and Zhar’s robes to match their appearances during a certain cutscene in the game. It’s a sensible fix especially given the impracticality of changing the cutscene itself, but personally I think the original colors just look better on the characters and prefer keeping them and accepting the brief visual inconsistency. Since K1CP is considered an essential mod by many, I made this patch you can install on top of it if you want to restore Vrook and Zhar’s vanilla robe colors. INSTALLATION Make sure KOTOR 1 Community Patch is installed first. Run HoloPatcher.exe. Select your game data folder. Press install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Move dan13.mod from the backup/Modules folder to the game’s Modules folder. COMPATIBILITY K1CP must be installed first, otherwise this mod will do nothing. If a different mod changes Vrook/Zhar’s robes, it will conflict. Should be compatible with any other mods. PERMISSIONS Do whatever you want with this mod. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 Screenshots include KOTOR 1 Community Patch and JC's Cloaked Jedi Robes. Submitter offthegridmorty Submitted 08/10/2025 Category Mods K1R Compatible Yes
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Version 1.0.0
57 downloads
Restores the vanilla colors of Vrook and Zhar’s robes which are switched by K1CP. DESCRIPTION K1 Community Patch includes Vrook and Zhar Fix by N-DReW25 which switches the color of Vrook and Zhar’s robes to match their appearances during a certain cutscene in the game. It’s a sensible fix especially given the impracticality of changing the cutscene itself, but personally I think the original colors just look better on the characters and prefer keeping them and accepting the brief visual inconsistency. Since K1CP is considered an essential mod by many, I made this patch you can install on top of it if you want to restore Vrook and Zhar’s vanilla robe colors. INSTALLATION Make sure KOTOR 1 Community Patch is installed first. Run HoloPatcher.exe. Select your game data folder. Press install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Move dan13.mod from the backup/Modules folder to the game’s Modules folder. COMPATIBILITY K1CP must be installed first, otherwise this mod will do nothing. If a different mod changes Vrook/Zhar’s robes, it will conflict. Should be compatible with any other mods. PERMISSIONS Do whatever you want with this mod. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 Screenshots include KOTOR 1 Community Patch and JC's Cloaked Jedi Robes. -
View File Logical Jekk'Jekk Tarr A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 27.07.2025 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions! It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. This mod is divided into two parts, you need to install "Part 1" first followed by "Part 2" to properly install the mod. Click on the HoloPatcher.exe, select on the "Part 1" install, click install and sit back and watch the HoloPatcher do its magic. Repeat the process, click on the HoloPatcher.exe, this time select on the "Part 2" install, click install and sit back and watch the HoloPatcher do its magic. The mod will be installed. Description: In both vanilla and with TSLRCM, the Jekk'Jekk Tarr is quite illogical. It is a mythical bar in which drinks are not served. Instead, you breathe the fumes - and these fumes are toxic to humans. The gas inside the Jekk'Jekk Tarr is so toxic that the gas would kill you if it was absorbed through the skin. This is shown in-game, you collapse to the ground and almost die before you learn the Breath Control ability which grants you immunity to all poison based damage. The illogical part comes into play before the Visquis mission, you can enter the Jekk'Jekk Tarr with your entire party of humans and... survive? You get poisoned if you are in there, but this is the good ol' Kotor poison which turns your health bar green and SLOWLY withers away at your heatlh over time - a breath mask or an antidote kit can keep you alive indefinitely inside the Jekk'Jekk Tarr. Okay, so maybe you aren't supposed to enter the Jekk'Jekk Tarr early, right? Wrong. Aliens inside the Jekk'Jekk Tarr have dialogue for if you are wearing a space suit (Mira) or if you aren't wearing a space suit (the player), and there are only two times when you can enter the Jekk'Jekk Tarr without a space suit: during the Visquis mission wherein you murder all of these aliens without talking to them, or before the Visquis mission if you enter early. If any part of Kotor II screams "incomplete" - it's the Jekk'Jekk Tarr. I personally have a feeling the concept of a poisonous cantina for aliens as a plot point was devised after the GenoHaradan got cut and was thrown together at the last minute. Why do I believe this? The Devaronian Bartender states that the first chamber is for the Trandoshans and Devaronians (he is the only Devaronian in that room and Twi'leks and Rodians are also in there) whilst the side room is for Twi'leks, Weequay, and the Nikto (Only a single Twi'lek Domo is in there, he never talks about the Rodians, and the Lunar Shadow crew state that Nikto, like humans, would die in the Jekk'Jekk Tarr). The Weequay with proper dialogue will reference piercing your space suit even if you're talking to him before the Visquis mission as the player character and aren't wearing a space suit. Heck, even in TSLRCM, restored dialogue with the Twi'lek Domo suggests that drinks can be served even though the bartender explicitly states that there are no drinks. This mod aims to fix many of the problems with the Jekk'Jekk Tarr, this mod makes the Jekk'Jekk Tarr "logical" by doing the following: * The Jekk'Jekk Tarr uses Nagnol gas instead of a mix of Nagnol and Cyanogen Cas. Nagnol gas would instantly kill a human, but the Peragus lore which states the player character has been trained to resist toxins justifies why you don't drop dead instantly. You instead get the poison effect which slowly kills you if you enter the Jekk'Jekk Tarr before the Visquis mission. * Replaces the Jekk'Jekk Tarr Rodians with Nikto and turns the Lunar Shadow Crew from Nikto into Duros. This is consistent with the Devaronian Bartender who mentions that Nikto can enter the Jekk'Jekk Tarr, and since a major Bounty Hunter Faction is made up of Duros, the Zhug Brothers, it makes sense this way lore wise as to why they would attack your party and not the Jekk'Jekk Tarr. * Repositioned the Lunar Shadow Crew so that they're less janky. * The filename for the Twi'leks wearing armor is "aquabar" whilst "aquathug" is an unfinished dialogue that mentions that "aqua" means "Aqualish". The Aqualish have been restored in the same room as the Weequays and are now mentioned by the Devaronian Bartender. * The Twi'leks wearing armor are now Devaronians as the Devaronian Bartender states that the room they are in are for Trandoshans and Twi'leks. * Moved the Trandoshans, Twi'lek turned Devaronians, and Rodians turned Nikto into the correct rooms as designated by the Devaronian Bartender. * The Trandoshan and Aqualish dialogues have been split into two. One set of Trandoshans/Aqualish have barking dialogue whilst the other have small conversations. * The Weequay with the small conversation dialogue will now only reference your space suit if you are Mira wearing said space suit. * The cut character Garagesh, a Gamorrean Guard, has been restored outside Visquis' lair. * Restored Visquis' cut dialogue, dialogue which heavily implies that Loppak Slusk was his brother. * When Mira is zapped, that scene is unskippable. * Atton's dialogue after Visquis' conversation has been edited to remove most mentions of Cyanogen and how it targets the skin. * During the Visquis mission, Visquis' dialogue for when you enter the Jekk'Jekk Tarr without a space suit has been rewritten to specify that Visquis is flooding the door chamber with ten times the lethal level of Cyanogen gas - a gas in this mod is not present in the normal Jekk'Jekk Tarr, this is to explain why you can enter the Jekk'Jekk Tarr before the mission but almost die during the mission. Known Bugs: This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Snigaroo: For giving out mod ideas in his Mod Build mod request thread, some of his ideas directly inspired this mod to be made! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 07/27/2025 Category Mods TSLRCM Compatible Yes
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- jekkjekk tarr
- nar shadaa
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Version 1.1.0
2,223 downloads
A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 27.07.2025 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions! It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. This mod is divided into two parts, you need to install "Part 1" first followed by "Part 2" to properly install the mod. Click on the HoloPatcher.exe, select on the "Part 1" install, click install and sit back and watch the HoloPatcher do its magic. Repeat the process, click on the HoloPatcher.exe, this time select on the "Part 2" install, click install and sit back and watch the HoloPatcher do its magic. The mod will be installed. Description: In both vanilla and with TSLRCM, the Jekk'Jekk Tarr is quite illogical. It is a mythical bar in which drinks are not served. Instead, you breathe the fumes - and these fumes are toxic to humans. The gas inside the Jekk'Jekk Tarr is so toxic that the gas would kill you if it was absorbed through the skin. This is shown in-game, you collapse to the ground and almost die before you learn the Breath Control ability which grants you immunity to all poison based damage. The illogical part comes into play before the Visquis mission, you can enter the Jekk'Jekk Tarr with your entire party of humans and... survive? You get poisoned if you are in there, but this is the good ol' Kotor poison which turns your health bar green and SLOWLY withers away at your heatlh over time - a breath mask or an antidote kit can keep you alive indefinitely inside the Jekk'Jekk Tarr. Okay, so maybe you aren't supposed to enter the Jekk'Jekk Tarr early, right? Wrong. Aliens inside the Jekk'Jekk Tarr have dialogue for if you are wearing a space suit (Mira) or if you aren't wearing a space suit (the player), and there are only two times when you can enter the Jekk'Jekk Tarr without a space suit: during the Visquis mission wherein you murder all of these aliens without talking to them, or before the Visquis mission if you enter early. If any part of Kotor II screams "incomplete" - it's the Jekk'Jekk Tarr. I personally have a feeling the concept of a poisonous cantina for aliens as a plot point was devised after the GenoHaradan got cut and was thrown together at the last minute. Why do I believe this? The Devaronian Bartender states that the first chamber is for the Trandoshans and Devaronians (he is the only Devaronian in that room and Twi'leks and Rodians are also in there) whilst the side room is for Twi'leks, Weequay, and the Nikto (Only a single Twi'lek Domo is in there, he never talks about the Rodians, and the Lunar Shadow crew state that Nikto, like humans, would die in the Jekk'Jekk Tarr). The Weequay with proper dialogue will reference piercing your space suit even if you're talking to him before the Visquis mission as the player character and aren't wearing a space suit. Heck, even in TSLRCM, restored dialogue with the Twi'lek Domo suggests that drinks can be served even though the bartender explicitly states that there are no drinks. This mod aims to fix many of the problems with the Jekk'Jekk Tarr, this mod makes the Jekk'Jekk Tarr "logical" by doing the following: * The Jekk'Jekk Tarr uses Nagnol gas instead of a mix of Nagnol and Cyanogen Cas. Nagnol gas would instantly kill a human, but the Peragus lore which states the player character has been trained to resist toxins justifies why you don't drop dead instantly. You instead get the poison effect which slowly kills you if you enter the Jekk'Jekk Tarr before the Visquis mission. * Replaces the Jekk'Jekk Tarr Rodians with Nikto and turns the Lunar Shadow Crew from Nikto into Duros. This is consistent with the Devaronian Bartender who mentions that Nikto can enter the Jekk'Jekk Tarr, and since a major Bounty Hunter Faction is made up of Duros, the Zhug Brothers, it makes sense this way lore wise as to why they would attack your party and not the Jekk'Jekk Tarr. * Repositioned the Lunar Shadow Crew so that they're less janky. * The filename for the Twi'leks wearing armor is "aquabar" whilst "aquathug" is an unfinished dialogue that mentions that "aqua" means "Aqualish". The Aqualish have been restored in the same room as the Weequays and are now mentioned by the Devaronian Bartender. * The Twi'leks wearing armor are now Devaronians as the Devaronian Bartender states that the room they are in are for Trandoshans and Twi'leks. * Moved the Trandoshans, Twi'lek turned Devaronians, and Rodians turned Nikto into the correct rooms as designated by the Devaronian Bartender. * The Trandoshan and Aqualish dialogues have been split into two. One set of Trandoshans/Aqualish have barking dialogue whilst the other have small conversations. * The Weequay with the small conversation dialogue will now only reference your space suit if you are Mira wearing said space suit. * The cut character Garagesh, a Gamorrean Guard, has been restored outside Visquis' lair. * Restored Visquis' cut dialogue, dialogue which heavily implies that Loppak Slusk was his brother. * When Mira is zapped, that scene is unskippable. * Atton's dialogue after Visquis' conversation has been edited to remove most mentions of Cyanogen and how it targets the skin. * During the Visquis mission, Visquis' dialogue for when you enter the Jekk'Jekk Tarr without a space suit has been rewritten to specify that Visquis is flooding the door chamber with ten times the lethal level of Cyanogen gas - a gas in this mod is not present in the normal Jekk'Jekk Tarr, this is to explain why you can enter the Jekk'Jekk Tarr before the mission but almost die during the mission. Known Bugs: This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Snigaroo: For giving out mod ideas in his Mod Build mod request thread, some of his ideas directly inspired this mod to be made! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.- 1 comment
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View File Kebla Yurt Renovation A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: Kebla Yurt's Equipment Emporium is a weapons store that you'll come across at the beginning of the game, the entire shop is decked out with blasters, swords, grenades, armor, and other props to really sell the point across that this IS a weapons store. Some noticeable issues with Kebla Yurt's Equipment Emporium is that Kebla herself stands by a desk in the center of the room even though there is a shop window at the back of the shop that's very similar to the shop window that fellow shop owner Janice Nall stands behind in her nearby Droids by Janice store. This shop window is also obscured by a kiosk and two part piles which do a poor job at hiding the shop window behind it. Another issue is that there are several metal boxes at the back of the shop to the left which clips into an armor display. The Kebla Yurt Renovation mod does the following: * Moves two of the three metal boxes to the right side of the store right at the front of the store right next to the entrance. * Moves the third of the three metal boxes between an armor display and some bags in the middle of the left wall. * Moves the Kiosk away from the shop window and moves it to the far left side of the wall. * Moves the part piles away from the shop window and moves them to the area where the three metal boxes used to be. * Makes Kebla Yurt's desk invisible. * Moves Kebla Yurt behind the shop window. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Dark Hope: For pointing out the clipping issue with the three metal boxes on a Deadlystream post! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 07/15/2025 Category Mods K1R Compatible Yes
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Version 1.1.0
4,467 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: Kebla Yurt's Equipment Emporium is a weapons store that you'll come across at the beginning of the game, the entire shop is decked out with blasters, swords, grenades, armor, and other props to really sell the point across that this IS a weapons store. Some noticeable issues with Kebla Yurt's Equipment Emporium is that Kebla herself stands by a desk in the center of the room even though there is a shop window at the back of the shop that's very similar to the shop window that fellow shop owner Janice Nall stands behind in her nearby Droids by Janice store. This shop window is also obscured by a kiosk and two part piles which do a poor job at hiding the shop window behind it. Another issue is that there are several metal boxes at the back of the shop to the left which clips into an armor display. The Kebla Yurt Renovation mod does the following: * Moves two of the three metal boxes to the right side of the store right at the front of the store right next to the entrance. * Moves the third of the three metal boxes between an armor display and some bags in the middle of the left wall. * Moves the Kiosk away from the shop window and moves it to the far left side of the wall. * Moves the part piles away from the shop window and moves them to the area where the three metal boxes used to be. * Makes Kebla Yurt's desk invisible. * Moves Kebla Yurt behind the shop window. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Dark Hope: For pointing out the clipping issue with the three metal boxes on a Deadlystream post! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.-
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View File Escape Pod Republic Soldier Fix Adds a uniform to the republic soldier located on Taris - Under City, next to the curshed Republic escape pod. Submitter GearHead Submitted 07/06/2025 Category Mods K1R Compatible Yes
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View File Mines Overhaul [TSL] Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat. SUMMARY: This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting. Summary of changes made by this mod: • Mines are more deadly. All mines have had their base damage increased by 50% • More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine • Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat • Mines are now completely invisible until detected. If your character can’t see them, neither should you • Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC • Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference • Fixes several description errors and inconsistencies • Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine • Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor • Includes an option to give enemy NPCs the ability to set mines in combat • Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars • Adds 2 new craftable mines: Shock Mines and CryoBan Mines DETAILS: Damage & Radius All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%. The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives. While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off. Detection In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy. To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script. Fixes & Inconsistencies In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC. Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects. Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made. The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade. Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor. New Mine Types New mines have been added to the game which are craftable at the Lab Station and can be found in some locations. CryoBan Mine: Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus. Shock Mine: Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht. NPCs Use Mines This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies. INSTALLATION: Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience. To install, run HoloPatcher.exe and select the Main Installation option. (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle. Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation. UNINSTALLATION: This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order. 1. Remove the following files from override: 2. Remove 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 105PER.mod, 410DXN.mod, 411DXN.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move dialog.tlk from the backup folder to the main game folder (outside override). 5. Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods. PERMISSIONS: For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author. CREDITS: offthegridmorty Thor110 - No Mines on Malachor, Only Gas Thank you to the folks on Discord for scripting help. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides HoloPatcher - Cortisol, th3w1zard1 K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious Submitter offthegridmorty Submitted 06/08/2025 Category Mods TSLRCM Compatible Yes
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Version 1.1.0
2,287 downloads
Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat. SUMMARY: This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting. Summary of changes made by this mod: • Mines are more deadly. All mines have had their base damage increased by 50% • More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine • Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat • Mines are now completely invisible until detected. If your character can’t see them, neither should you • Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC • Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference • Fixes several description errors and inconsistencies • Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine • Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor • Includes an option to give enemy NPCs the ability to set mines in combat • Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars • Adds 2 new craftable mines: Shock Mines and CryoBan Mines DETAILS: Damage & Radius All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%. The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives. While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off. Mines will now set off other mines in a chain reaction if they are very close by. Detection In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy. To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script. Fixes & Inconsistencies In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC. Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects. Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made. The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade. Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor. New Mine Types New mines have been added to the game which are craftable at the Lab Station and can be found in some locations. CryoBan Mine: Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus. Shock Mine: Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht. NPCs Use Mines This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies. INSTALLATION: Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience. To install, run HoloPatcher.exe and select the Main Installation option. (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle. Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation. UNINSTALLATION: This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order. 1. Remove the following files from override: 2. Remove 105PER.mod, 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 410DXN.mod, 411DXN.mod, 504OND.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move dialog.tlk from the backup folder to the main game folder (outside override). 5. Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods. PERMISSIONS: For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author. CREDITS: offthegridmorty Thor110 - No Mines on Malachor, Only Gas Thank you to the folks on Discord for scripting help. HoloPatcher - Cortisol, th3w1zard1 TSLPatcher, TLKed - stoffe, Fair Strides KOTOR Tool - Fred Tetra K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious- 4 comments
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View File Carth Taris hideout dialog restoration Carth Taris hideout dialog restoration Hello there everyone ! After my first music overhaul mod, I decided I wanted to upload something you already have with K1R. However, as the latter is incompatible with many of the mods you may want to download (like me), but you still like Carth and you want him to take care of you (as well as feeling like an actual hero who wants to fight even badly injured), this is for you. It restores his lines post Endar Spire's escape when he got you to the abandoned apartment right after your vision and fixes some stuff in his dialog. What this mod does not do however, is make him talk to you from the window instead of directly in front of you. I saw someone asking for this but my modding skills are too low atm. It might come in an update though, so stay in touch and don't hesitate to tell me if you think this is a good idea. WARNING : This is now included in the Restored content for K1CP mod by @N-DReW25 AND Sleheyron Story mode by @SAO1138. If you're planning to play with one or even both of them (which I genuinely recommend btw !), DO NOT install my mod or it will break your game. However, there are other (bigger and better) mods waiting for you in my profile, especially if you're a fan of Manaan and/or Korriban ! Installation : - Unzip my folder, take the .dlg file and put it in your override folder. - You’re ready to go, enjoy ! If you liked the mod, please consider putting a like, a 5 stars or even a simple review, it helps a lot even if it doesn't cost you much. So thank you in advance. I hope this helps you enjoy Carth a bit more, because I discovered it when I played K1R at 3rd playthrough and I remember thinking I would've liked this for my first playthrough. Uninstallation : Delete the file from your override folder. Incompatibilities / issues : you think it's too small ? Don't worry, soon it will change this dialog even more... For actual issues, don't hesitate to report to me. I don't know of any. However, as this modifies only the Carth Taris hideout dialog file, it should be compatible with anything that doesn't change it too. It is compatible with K1CP, which you have to install before my mod for them to work together (it's obvious, this mod is very small and precise so it comes last while K1CP is almost a complete overhaul so it comes first). It won't be compatible with K1R (also obvious, since it is made for a non K1R build). Big thanks to Cortisol for his amazing Holocron Toolset, which I used to modify the dialog file, and to the Deadlystream community, especially all the inspiring modders that keep the game alive, and obviously to the Kotor community in general (even more to those who will download the mod lol). Have a nice play, and may the Force be with you ! Submitter The_Chaser_One Submitted 04/06/2025 Category Mods K1R Compatible No
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Version 1.0.0
230 downloads
Carth Taris hideout dialog restoration Hello there everyone ! After my first music overhaul mod, I decided I wanted to upload something you already have with K1R. However, as the latter is incompatible with many of the mods you may want to download (like me), but you still like Carth and you want him to take care of you (as well as feeling like an actual hero who wants to fight even badly injured), this is for you. It restores his lines post Endar Spire's escape when he got you to the abandoned apartment right after your vision and fixes some stuff in his dialog. What this mod does not do however, is make him talk to you from the window instead of directly in front of you. I saw someone asking for this but my modding skills are too low atm. It might come in an update though, so stay in touch and don't hesitate to tell me if you think this is a good idea. WARNING : This is now included in the Restored content for K1CP mod by @N-DReW25 AND Sleheyron Story mode by @SAO1138. If you're planning to play with one or even both of them (which I genuinely recommend btw !), DO NOT install my mod or it will break your game. However, there are other (bigger and better) mods waiting for you in my profile, especially if you're a fan of Manaan and/or Korriban ! Installation : - Unzip my folder, take the .dlg file and put it in your override folder. - You’re ready to go, enjoy ! If you liked the mod, please consider putting a like, a 5 stars or even a simple review, it helps a lot even if it doesn't cost you much. So thank you in advance. I hope this helps you enjoy Carth a bit more, because I discovered it when I played K1R at 3rd playthrough and I remember thinking I would've liked this for my first playthrough. Uninstallation : Delete the file from your override folder. Incompatibilities / issues : you think it's too small ? Don't worry, soon it will change this dialog even more... For actual issues, don't hesitate to report to me. I don't know of any. However, as this modifies only the Carth Taris hideout dialog file, it should be compatible with anything that doesn't change it too. It is compatible with K1CP, which you have to install before my mod for them to work together (it's obvious, this mod is very small and precise so it comes last while K1CP is almost a complete overhaul so it comes first). It won't be compatible with K1R (also obvious, since it is made for a non K1R build). Big thanks to Cortisol for his amazing Holocron Toolset, which I used to modify the dialog file, and to the Deadlystream community, especially all the inspiring modders that keep the game alive, and obviously to the Kotor community in general (even more to those who will download the mod lol). Have a nice play, and may the Force be with you !- 3 comments
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View File Sith Disruptor Fix This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable. Submitter GearHead Submitted 01/02/2025 Category Mods TSLRCM Compatible Yes
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View File TSL Jekk'Jekk Tarr Tunnel model fix =========================================================================== TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix =========================================================================== Description: In the Jekk'Jekk Tarr Tunnels, there is a doorframe with a large gap between itself and the wall, so I've fixed the model. Includes: Fixed model with the gap closed up to the doorframe. Screenshots: Installation: Copy the files into your override folder. Uninstall: Remove the following files from your override folder: 305nar_55.mdl 305nar_55.mdx Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: (Kotor Modding) Tools Used: Submitter OzilsEyes Submitted 11/29/2024 Category Mods TSLRCM Compatible Yes
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126 downloads
=========================================================================== TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix =========================================================================== Description: In the Jekk'Jekk Tarr Tunnels, there is a doorframe with a large gap between itself and the wall, so I've fixed the model. Includes: Fixed model with the gap closed up to the doorframe. Screenshots: Installation: Copy the files into your override folder. Uninstall: Remove the following files from your override folder: 305nar_55.mdl 305nar_55.mdx Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: (Kotor Modding) Tools Used: -
View File Fixed / Better Czerka Salvager ============================================ Better / Fixed Czerka Salvager – OzilsEyes ============================================ We all know how annoying the Czerka Salvager can be on our lightside play throughs. He sometimes decides to just stop dead until you run back, sometimes just gets stuck walking around objects or through doorways.... This patch will better / fix the Czerka Salvager in the Telos underground. Currently he gets stuck on objects, you have to run back sometimes – it’s not ideal. Now he will follow your party, if he does fall behind or get stuck for whatever reason, will warp towards your party. The leaving script has also been fixed to accommodate my new script, it has been cleaned up & now has a check for combat before initiating too. He now walks towards the door and fades out instead of sprinting in the same spot for 5 seconds before disappearing. Install: ================= Run the tslpatcher.exe, choose your root installation folder (NOT override). Let it run -> Play the game Please note: This will only take effect on a save where you haven't already been to the Telos Underground Base. Alternatively, if you want to run this mod without tslpatcher, it will work in override. Uninstall: ================= A backup of your original 232TEL.mod file, replace that if you need to uninstall. Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all involved parties in this release. Credits: OzilsEyes – Deadlystream Tools used: tslpatcher Holocron Toolset KOTOR Scripting Tool Special thanks to all creators / developers of these tools Submitter OzilsEyes Submitted 11/03/2024 Category Mods TSLRCM Compatible Yes
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4,223 downloads
============================================ Better / Fixed Czerka Salvager – OzilsEyes ============================================ We all know how annoying the Czerka Salvager can be on our lightside play throughs. He sometimes decides to just stop dead until you run back, sometimes just gets stuck walking around objects or through doorways.... This patch will better / fix the Czerka Salvager in the Telos underground. Currently he gets stuck on objects, you have to run back sometimes – it’s not ideal. Now he will follow your party, if he does fall behind or get stuck for whatever reason, will warp towards your party. The leaving script has also been fixed to accommodate my new script, it has been cleaned up & now has a check for combat before initiating too. He now walks towards the door and fades out instead of sprinting in the same spot for 5 seconds before disappearing. Install: ================= Run the tslpatcher.exe, choose your root installation folder (NOT override). Let it run -> Play the game Please note: This will only take effect on a save where you haven't already been to the Telos Underground Base. Alternatively, if you want to run this mod without tslpatcher, it will work in override. Uninstall: ================= A backup of your original 232TEL.mod file, replace that if you need to uninstall. Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all involved parties in this release. Credits: OzilsEyes – Deadlystream Tools used: tslpatcher Holocron Toolset KOTOR Scripting Tool Special thanks to all creators / developers of these tools -
View File Mandalorian Spawn Fix The Mandalorian ambushers on Lehon (Rakata Prime) now spawn further back so they can properly nuke you with grenades. Submitter GearHead Submitted 10/22/2024 Category Mods K1R Compatible Yes
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View File Mandalorians on Lehon Fix The Mandalorian ambushers on Lehon (Rakata Prime) are no longer unnecessarily immune to 'Damage Type: Universal'. This can be useful to players who changed the distruptor pistol/rifle damage type from Physical (Piercing) to Universal. Submitter GearHead Submitted 10/14/2024 Category Mods K1R Compatible Yes