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View File Impaled Rakata instead of a Pillar I replaced the Pillar on the Rakatan World - Temple Exterior with an impaled Rakata. Why? Because why the heck not. The mod only works if you haven't visited the Temple Exterior yet. Submitter GearHead Submitted 03/16/2025 Category Mods K1R Compatible Yes
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I'm Trying to run Kotor for the first time and I'm trying to run it in 1080p to do so I replace the swkotor.exe file but whenever I do this I get: The procedure entry point _AIL_release_3D_sample_handle@4 could not be located in the dynamic link library C:\AmazonGames\Library\Star Wars - Knights of the Old Republic\swkotor.exe. At first I thought it was maybe Bocaue I was using the Amazon Games version of the game but I saw on Steam that a few people had the same problem but never posted a solution. Does anyone know how to fix the error? I've tried reinstalling\ and I'm pretty certain I've done everything right patch wise.
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Hey there, so my basic premise is I don't like how in KotOR 1 you feel punished for levelling up your starting class on Taris so loads of people struggle through the planet at level 2 - ruining natural progression of the early game but making endgame build more powerful owing to the extra force powers/points. I've seen two mods that try to address this which I feel have their own flaws; one is Balance in the Force (BitF) - which comes with a bunch of other gameplay changes that aren't for everyone, and the other just makes it so the first level of any Jedi class allows the player to choose a greater number of force powers straight off the bat - which I feel also negatively impacts the feeling of character progression due the the instant power increase (even if there was a lite version of BitF solely addressing this, I believe that there is a similar issue). So the basic problem imo is people want more force powers, generally you'd leave Taris with enough XP to be level 8, therefore by staying at level 2, you would gain at least 6 extra powers (8 if consular). My suggestion is: based on the jedi class the player chooses a mod would find a lore/gameplay friendly way to give players those powers gradually. I think guardians should get their 6 they are entitled too, sentinels should get one more (so 7) helping buff the underpowered class while being lore friendly, and consulars get their 8. Suggestions on this are more than welcome but as a starting point, I think there are a few sensible changes that would compliment the 'vanilla' experience. 1) When adopting an advanced class, the first level of each should give one of the 3 main buffs for free alongside the standard 2 powers the player can choose. e.g. Guardian would get the first level of Valor (feel like that makes sense as they specialise in combat extra attributes and saving throws is v nice and lore friendly), Sentinels would get the first level of Speed (often perceived as the most powerful buff so helps the Sentinel out a bit as its the weakest Jedi class, plus their precursor class scout is given flurry/rapid shot so that also makes sense to me), and Consulars would get Aura (left over and lore firendly as the idea is they are defending themselves with the force instead of enhanced skills/speed). 2) All Jedi classes also get given the first level of force push immediately. We see the PC using telekenesis in the training montage so works well towards the overall goal as well as being very lore friendly. 3) Sentinels should get given Affect Mind in addition to the above as they are often seen as the skill based build and its the power that's linked to persuade. 4) Consulars should also get Cure (the first level of heal) immediately given they are supposed to be the masters of the force and would likely focus on this kind of thing. To my mind this is v lore friendly while also maintaining the consulars superiority in terms of having an extra given power. At this point we have given the Guardian 2 and Sentinel/Consular 3 additional powers, much less jarring than just getting to choose all the extra powers striaght off the bat. From here, we could easily go the way of letting the player to choose all the remaining powers they get from here on out as they level, ie at Guardian level 3 the player can choose 2 powers instead of the vanilla 1 etc, spreading the additonal powers they are owed throught the levelling path. I suggest that Guardians should get to choose 2 powers (instead of 1) every 4 levels of the class, Sentinels should get to chose 2 powers every 3 levels, and Consulars every 2. Meaning that, assuming the PC is going for a normal 8/12 split, a Guardian would get given 2 extra powers and can choose an additional extra 3 over vanilla, a Sentinel would get given 3 and can choose as additional 4, and a Consular gets 3 as well as an additonal 6. Genuinly keen to hear everyone's thoughts on this as I think that this is a rather elegant solution to the saving levels problem that plagues the vanilla KotOR experience.
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Version 1.0.1
598 downloads
This mod changes the hologram-overlay texture used by TSL [mostly] for the holo-logs. It is mainly inspired by combination of movie-style and SWTOR's. Preview Blue - Movie-style [STATIC] Description This version uses a static-texture sized at x512. It has an alpha-channel used for scanline effects, which diffuse used mainly for diffuse-color. Blue - Movie-style [ANIMATED] Description This version uses an animated-texture sized at x256/frame It consisted of 25 frames to a 5x5 layout sized at x1280 It is set to cycle procedurally in-game at 12.5 FPS It has an alpha-channel used for animated-scanline effects, which diffuse used mainly for diffuse-color. Disclaimer What's seen in the preview is an end-result from also using a visually-affecting mod, that is DarthParametric's "Fixed Hologram Models and Admiralty Redux for TSLRCM". Requirement It is required for users to have TSLRCM v1.8.6 installed to their game for this mod to be working as intended. K2CP is not strictly-required, but is strongly-suggested to have as this mod were made with CP’s availability in-mind. See `Disclaimer` section above; hence it is required for user to also install the aforementioned mod to have the optimum result. Fixed Hologram Models and Admiralty Redux for TSLRCM - Mods - Deadly Stream Compatibility Compatible with any mods and builds -- long as not affecting `holotex`. It is advised for user to remove any instance of TGA, DDS, or TXI format of the said file in their `override` folder before install. Installation Install `holotex.TPC` to the `override` folder. Overwrite when prompted. Uninstallation Remove `holotex.TPC` from the `override` folder. Known Issues N/A Final Remarks There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! Redistribution Do not redistribute this mod or re-release it on any websites. I'd love providing direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use the assets to a project you will be releasing, please be kindly to ask for permission first -- that way I know what's up. Credits The Almighty Force. BioWare, Obsidian Entertainment, and LucasArts for "The Old Republic" video-game franchise. DarthParametric for past-present knowledge, and all his creation that I learn from. JCarter426 and Inyri Forge for all their work that I look up to. I learned a lot from their mods and been approaching a lot using their method. Fred Tetra for KotOR Tool. ndix UR for tga2tpc and tpcview. Cortisol for Holocron Toolset. All the Tool Makers wasn't mentioned -- can't make it without y'all! All streamers of DeadlyStream. All modders either active or inactive. DeadlyStream for being a home -- a place to hang-out, to discuss and hosting my work, and all their staffs for tirelessly improving-maintaining the site. DeadlyStream's #modding [Discord's] channel. -eb -
Version 1.0.1
42 downloads
Admiral Karath on the Leviathan and The One on the Unknown World no longer drop their weapons. Why? There are a bunch of other items like this in the game: - no unique name - no unique item description - not upgradable - stronger then their standard counterparts These type of items are used by enemies, but these ones never drop, except these 2. Because of this i think these type of items only ment to make the fights harder, but not to be lootable. So i think this is just an oversight by the devs. -
View File No Drop Admiral Karath on the Leviathan and The One on the Unknown World no longer drop their weapons. Why? There are a bunch of other items like this in the game: - no unique name - no unique item description - not upgradable - stronger then their standard counterparts These type of items are used by enemies, but these ones never drop, except these 2. Because of this i think these type of items only ment to make the fights harder, but not to be lootable. So i think this is just an oversight by the devs. Submitter GearHead Submitted 12/30/2024 Category Mods K1R Compatible Yes
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Version 2.0
481 downloads
THE DANTOOINE ADDITIONAL NPC OVERHAUL Changes key NPCs (not related to the Sandrals or Matales) to have unique -- or at least unique-adjacent -- heads and appearances. For Dantooine this means the following: Various ambient Jedi get their heads swapped from primary to secondary commoners--no more duplicates who won't talk to you. This includes one Courtyard Jedi who is now an orange Twi'lek--call it a diversity win. Crattis is made orange to help set him apart from Karl. Sol'aa has his green Xbox appearance restored so nobody can call me prejudiced against Twi'leks or the colour green. Elise (the droid kriffer) gets blonde hair and red lipstick. She's lonely and deserves nice things maybe. Lur Arka gets a unique red Twi'lek head based off of Xor's unique Twi'lek head. He also will be wearing a darker clothing variant just to make him stand out a bit more. For the quests proper: Nemo gets a new head based off a mix between Vrook and the Old Commoner head he had before. Corpse changed to match. Jon the farmer gets a new (blond) head with facial hair, based off PMHC03. Sherruk gets a unique red Mandalorian appearance where Mandalorian symbols are featured prominently on his chestplate as well as his back. Rickard Lusoff gets a unique head based off PMHA05, as well as a skintone-on-glove-appropriate smuggler's outfit, to give him that hunter-loanshark look he was always meant to have. (For best results, pair with DarthParamedic's TOR Ports: Handon's Enhanced Waistline). Big ups to the modding community who love the game as much for what it is as what it could be. All work is mine and may only be used with permission. I didn't spend hours bouncing between Kotor Tool, GIMP, various image upscaling websites, and a new override folder just to have the credit stolen.- 2 comments
- 1 review
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Version 1.0.1
844 downloads
This mod was made to increase the immersion for those who like me, love to play with Canderous in full Mandalorian armor. It applies radio effect on Canderous' voice. Completed lines: Taris ✓ Canderous conversation (stories, etc.) ✓ Carth and Bastila banter ✓ Jagi quest line ✓ Leviathan ✓ Multiple random reactions ✓ Soundset ✓ I've done my best to locate most of the dialogs, but some of the files are a real pain to find. If you happen to stumble upon missing soundfile let me know. It would be extremely helpful if you told me which module it happend and which NPC started the conversation (or you starded with). THIS IS NOT A CLOTHING/ARMOR MOD, IT CONTAINS MODIFIED AUDIO FILES ONLY! IT REQUIRES ANOTHER MOD TO LOOK PROPERLY FE: "Mandalorian Ultimate Mod"! Have fun! -
Version 1.3
532 downloads
Making its DeadlyStream debut while my other mod ideas are still cooking, but here's a simple change to spice up your KotOR immersion. This mod does two things, three at most. 1. Changes Jagi's appearance to a reskinned PMHB03--I tried to give a scarred/burned texture to the head to imply that Jagi did not survive Altheri unscathed. 1.5. Puts Jagi in Mandalorian Battle Armor--he wasn't at Malachor, which means he wasn't there when Revan committed cultural genocide. 2. Changes the appearance and soundset of Jagi's two thugs from Rodians to Mandalorian Warriors--he said he sent the call out to the surviving clans, so why shouldn't he bring them along?- 2 comments
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Version 1.0.0
3,827 downloads
Author : RedHawke 08/20/04 V1.0 Mod: Make Mission a Jedi Mod ============================================================================ This mod allows Mission Vao to become a Jedi, through her cousin Ariajj Vao, she trains her on Dantooine. This mod allows the player to pick which Jedi class they wish Mission Vao to have, as well as giving you some Jedi Robes for her and Her Lightsaber(s). This mod is also fully compatable with all of My Mods and just about everyone else's mods as well. I hope you all enjoy the Mod! Installation Instructions: ----------------------------- Just extract everything to your KOTOR override and start a new game, or you can add it in before going in to the Dantooine Courtyard Area (Where you talk to Nemo). Or a .kmm file is included to use with Cchargin's KMM or KOTOR Mod Manager program. Incompatibilities: ----------------------------- Any mod that has "dan14_jon.dlg" will not be compatible. That dlg file has the spawn script for the jedi who trains Mission. Uninstallation Instructions: ----------------------------- Simply delete all these files from your override directory, or Deactivate it with KMM. This Mod Does: ----------------------------- Adds a new spawning NPC on Dantooine when the Settler Jon accosts you about the Mandalorian Raiders, Ariajj Vao a Female Twilek Jedi is nearby John, Talk with Her and see! (If you don't have Mission with you she won't have much to say, until you add Mission in!) Follow the Dialogue and you can get Mission Vao a Jedi Class of your choice. You get another Jedi in your party and you don't have to edit a thing. Warning: There is no Dialogue Exit so once you talk to Ariajj Vao, Mission is going to become a Jedi. Adknowledgements: ------------------------------------------------ A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. And A Big...Big Thanks to TK102 for without his many utilities this mod would have not been possible! And Another Big...Big Thanks to Darth333 for her help, without which this mod would have not been possible! And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program! Also a very appreciative nod to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. Contact ------------------------------------------------- Any questions and comments can be directed to this board, in the 'Make Mission A Jedi Mod Released' thread, here; http://www.lucasforums.com/forumdisplay.php?s=&forumid=324 And lastly, Enjoy!- 2 comments
- 2 reviews
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Version 1.0.3
250 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. -
View File Universal Weapon Damage Allows you to change the lightsaber and disruptor weapon base damage type to Universal. Submitter GearHead Submitted 01/08/2025 Category Mods K1R Compatible Yes
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Version 1.0.1
420 downloads
This mod buffs the Sith Lightsaber that you can find in the Tomb of Naga Sadow. If you already visited the tomb the mod won't work, you need to load a pre tomb save. Default Version: -------------------------- +3 Damage +3 Attack Force Point Regeneration: 1 Bonus Feat: Force Focus Bonus Feat: Improved Force Focus Alternative Version 1: ---------------------------------- +3 Damage +3 Attack Keen Bonus Feat: Flurry Bonus Feat: Improved Flurry Alternative Version 2: ---------------------------------- +3 Damage +3 Attack On Hit: Stun, 50%, 6s, DC14 Bonus Feat: Critical Strike Bonus Feat: Improved Critical Strike Alternative Version 3: ---------------------------------- +3 Damage +3 Attack Blaster Bolt Deflection: +3 Bonus Feat: Power Attack Bonus Feat: Improved Power Attack -
View File Heavy Repeater Buffs This mod buffs the Heavy Repeating Blaster and the Mandalorian Heavy Repeater to match their KotOR2 versions. Submitter GearHead Submitted 12/30/2024 Category Mods K1R Compatible Yes
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View File INT Bonus for Security Changes the Security skill bonus from Wisdom to Intelligence. Submitter GearHead Submitted 12/27/2024 Category Mods K1R Compatible Yes
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Version 1.0.0
203 downloads
This mod buffs Ajunta Pall. Do you guys remember the epic moment when you first fought the Great Ajunta Pall? No? Neither do i. Ajunta is a little B who dies from one hit, even though he is supposed to be a powerful ancient Sith Lord. So... I buffed him a tiny bit. Have fun! The mod only works if he hasn't spawned in yet. -
Version 1.0
4,583 downloads
Hi everyone, I'm introducing myself into the modding commiunity by sharing a very simple mod I made. ############################ # DESCRIPTION ############################ The "Pazaak Wizard" mod replaces all pazaak card deck of other players by -1. This mod has been made for KotOR 2 : TSL. ############################ # REQUIREMENTS ############################ - Kotor2 installed (Retail/Gog/Steam version) ############################ # COMPATIBILITY ############################ - Successfully tested with TSLRCM. ############################ # HOW TO INSTALL ############################ Copy the content of the override folder in the override/ folder of Kotor2. 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. -
Version 1.1.1
1,007 downloads
**While most of the screenshots are in K2, all of the stuff shown is what is in the download, and the screenshots are just used for the sake of me not having to retake all the screenshot.** *NOTHING QUALITY WISE IS CHANGED IN THE TEXTURE FILES* Description: The swords, axes, and stun batons in Vanilla K1 aren't the most prettiest things you could look at in the game. I have decided to make a texture enhancement for the swords since Snigaroo put a request for a skin to do something like this on the mod build request thread for TSL and K1. I also wanted to make this eventually, so why not do it now? The vanilla K1 swords have been upscaled to 2048 x 2048 from 64 x 64. I then used KotorBlender and GIMP to make the swords look better. Likewise for the axes and the stun batons. These are texture re-used from the TSL Melee Texture Enhancement I uploaded, but just the files K1 has. Person-who-wouldn't-wish-to-be-credited also provided an alternate stun baton texture for the 004 stun baton in a discussion with him, and button textures I used on the stun batons and swords. The alternate stun baton texture has a wood and leather appearance. I haven't changed the animated "zappy" texture on the stun batons, nor have I changed the third stun baton texture (re-used 2nd Stun Baton texture for this K1 version) , since none of the stun batons in the game use it. Screenshots are provided in the "Screeshots" folder. Installation: 1. Extract the .zip 2. Copy all of the .tpc files from "override" 3. Paste them into the override folder in the K1 directory 4. *Optionally* Copy w_Stunbaton_004.tpc from Alternate 4th Stun Baton folder and copy that into the override folder in your K1 directory, overwrite when prompted. Credits: Person-who-wouldn't-wish-to-be-credited for the button and Alternate 4th Stun Baton Texture GIMP Kotor Tool KotorBlender Use of Mod: Do not upload to any other file hosting sites without my permission (like NexusMods, GameBanana, etc.) You can re-use one of these textures in your own mod, as long as you have my permission. This mod should be compatible with any mods as long as they don't change or edit the melee textures used in this mod. This does not change or edit any new melee textures used in other mods, it is simply a vanilla add-on, and does not require anything but the download to use. 🙂 -
View File K1 - No Alignment Penalty No more force point cost penalty for using opposite alignment powers, but you still get the force point cost reduction if you use force powers that correspond with your alignment. Submitter GearHead Submitted 12/15/2024 Category Mods K1R Compatible Yes
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Version 1.0.0
19 downloads
Modder's Resource Weapon Icon Backgrounds Kaidon Jorn - Dec 2024 These were the backgrounds for lightsaber icons that I used to use for my old HotOR, SLM, and DHRM mods. They are in .tga form on transparent backgrounds at 600x600 IIRC. Not sure if anyone would want to use them but here they are if you do. -KJ-
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