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Found 398 results

  1. Version 1.0.1

    90 downloads

    Tired of seeing the same five people everywhere on Taris? Struggling to tell the Vulkars and Beks apart? Want your named quest-givers to stand out in a crowd? Then this is your mod. Uses TSLPatcher to make the following changes: [Main Mod] The serving staff now has a uniform more or less: red for Upper City, green for Javyar's Cantina. (Note: I chose to leave Gerlon in his red clothes with the logic that he's actively trying to blend into the background given that he's, y'know. A scammer.) Kandon Ark is now orange, and his bodyguard is green. Zelkor and Gurney both wear green now. Like unofficial Tarisian scrubs. Davik's Agent uses an alternate Black Commoner model, as does Hudron. Throughout the Lower City: Various modifications to the Vulkars and Beks to a) give them a little more gender/species equality and b) to color-code the gangs/alien stock models. Now when Matrik says you aren't in Hidden Bek colors, it might actually make sense. Beks: Blue/aqua Vulkars: Orange/red (Note: I left Davik's Estate unchanged. Based on Canderous's intro scene, it seems like Davik has an arrangement with the swoop gangs--either officially or on an individual basis. Indentured servitude: the Exchange at its finest.) In the Undercity: Hester now uses the Black Female Dirty Commoner model so she's not identical to both vanilla!Shaleena and one of the rakghoul victims. The Gate Guard Trewin has his name back. Igear is now Asian, while both of the beggars use different Black Commoner models (because we already have Gurney fullfilling almost the same role and that's just unfairly lazy). The Republic Soldier is in uniform. [Unique Heads] Dia now has a unique head based off PFHA02. Matrik has Zhar's head and wears Cinnegar Weave Armor. Holdan now has a unique head based off Dustil's, giving him a scruffy beard as well as a scar from Dia's vibroblade. Unique heads for Ice, Gerlon, and Marl based off PFHC03, PMHC05, and Gendar respectively, and a unique jumpsuit for Twitch colored to match the combat suits of his fellow duelists. Rukil has whiter hair, blue eyes, and a few tattoos/brands marking him as an Outcast and believer in the Promised Land. On the Swoop Track: Phirk gets a teal-colored jumpsuit to make him stand out while still following the Bek color scheme, while Redros has greener skin than his fellow Nikto and Doba has a morph of a regular and lite Rodian. [Undercity Culture] Gives all the Undercity commoners tattoos that say "Outcast" in Aurebesh. They aren't too obvious, but they do exist. [Optional Asian Shaleena] Gives Shaleena a unique Asian head based primarily on PFHA05. [Davik's Gamorrean Guest] Changes Davik's Rodian guest into a Gamorrean. For the lols.
  2. View File Mandalorian Jagi 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? Submitter PirateofRohan Submitted 04/08/2021 Category Mods K1R Compatible Yes  
  3. View File [K1] Marlena Venn "Legends" This mod made readjustments to Marlena Venn, both her appearance and positioning on the Dune Sea - to further improve the gameplay aspects from encountering her, and bring a fresh-new experience with her new looks and some other stuffs! # Background # When I met Marlena the first time I know that she's special - in a mysterious way, lol. Yeah, I catch her mysterious side so I did a makeover of her - appearance wise. About the positioning - it bugged me where she was placed so I moved her. Particularly when the conversation was initiated, so with her new placement it looks like she did make the conversation first. And that's how I see the encounter should start. # About this Mod # This modification makes unique appearance for Marlena Venn of Dune Sea [Tatooine], also reposition her to a new spot and replace her recorded voice with the filtered version so it sounded like an actual playback straight from a droid. GIT positioning preview: Encounter quick-preview [Outdated - v1.0.0]: Ah-ha! It also makes Marlena equip a Blaster Pistol, some Credits, and a Repair Kit. Here's a breakdown of why's: Blaster Pistol: because she was "through planning", she wants to make sure of everything Credits: well, she planned on going shuttle somewhere - it just makes sense for her to carry some Repair Kit: some leftover from earlier tinkering with the droids Those new content was made to connect with jc2's "Kill Marlena". I have tested them together on my playthrough and they work like a charm! A truly-fun content worth installing for you - Dark Siders! Just make sure to install this mod last of them. Without it there'll be no change of plot whatsoever and those additional stuff wouldn't have effects. # Final Remarks # There's always room for an improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] and then hit the [Install Mod ->] button. Uninstallation: replace the installed files with what was stored inside the generated 'Backup' folder. Particularly tat_m18aa.mod; put that file back to 'modules' folder manually and overwrite when prompted. To uninstall the Voice Over simply put back its backup to streamwaves \ m18ab \ 10wi06 folder - overwrite when prompted. Compatibility: will be compatible with mostly anything, including jc2's "Kill Marlena" - just make sure to install this mod after every mods has. Though haven't being tested with Kainzorus Prime's "[KotOR] NPC Overhaul Mod" and N-DReW25's "K1 Gameplay Improvement" installed, presumably they'll be compatible. But be advised that compatibility issue of this mod working along with them is not yet confirmed. Will not be compatible with any mods that force-overrides tat_m18aa.mod or messing with this mod 2DA entries. For this mod to be effective you should at least load a saved game before entering the Dune Sea - Tatooine [tat_m18aa] module This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: I'm asking you not to redistribute this mod - I'd like to stay in touch with them so I know where to provide support. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to give credits to SpaceAlex, BioWare & LucasArts with the release - particularly with the inclusion of this mod assets. An appreciation to this lil' peasant here is a very warm welcome, welcome. Credits: The Almighty Force which gave me the chance to finish the mod SpaceAlex for "Modder's Resource: K1 Enhancement Pack" which base cloth texture included with the development of this mod DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method jc2 for "Kill Marlena", which a factor for this mod to be developed ROTNR for "Creating Module Files in KotOR" which guides me on packaging the custom module Fred Tetra for the 'amazing' KotOR Tool TK102 for K-GFF stoffe and Fair Strides for the most useful TSLPatcher and ERFEdit VarsityPuppet for 2DA Editor Alpha bead-v for MDLedit and KOTORmax ndix UR for tga2tpc Werner Rumpeltesz for PlainEdit.NET Notepad++team for Notepad++ Adinos for "Simple Model Viewer" which very helpful to provide a quick preview of potential appearance for used model and texture All the Tool Makers wasn't mentioned - can't make it without you! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb Submitter ebmar Submitted 03/23/2019 Category Mods K1R Compatible Yes
  4. For a recruit mod, I am trying to create character portraits for Sarna, but the largest image of her face I can get might be 320 x 320. Can someone help?
  5. Sarna was a Sith officer on Taris when Darth Malak ordered a bombardment. If Calo Nord survived, why not her? I wanted to create a mod in which she survives and will help fight the Sith who nearly killed her. She would get new armor and wait on Tatooine. When Bastila is captured, the soldier would take the place of the Jedi. My modeling skills are not enough to create a unique helmet and suit of armor for her of an earlier style (see picture), which I believe is similar to Sith armor, and I cannot create dialogue trees. I have never had success with the type of scripting for such a mod, and I want a brief interaction with Sarna (player surprise that a Sith officer is on Republic-held Tatooine, Sarna explaining) before she joins the others aboard the Ebon Hawk. I need help with this.
  6. For the longest time, I have been trying to create a mod that allows recruitment of a female Republic soldier after Bastila's capture. I tried to create a model for a soldier with different armor. I did not get support when I tried to use modified TSF armor because of porting rules. I found an image and noticed Sith armor is similar to Republic armor of the Mandalorian Wars, but altering the helmet and the visor on the model to match the image is difficult. Others were ready to help with dialogue and recruitment, but I could not give dialogue until I knew who I wanted as a new character. Now, I think it would be interesting if Sarna survived Taris, found earlier Republic armor on Tatooine, and will help you against the Sith. I need help.
  7. HelloEveryone, I'm new here! Anyway, I'm here because there is a mod I've wanted to make for several years now. I am actually able to do quite a bit of modding myself, but I am very limited at scripting/coding and I don't have all the time in the world to figure it out. I really would like a helper or maybe even a team to help me create this mod. Okay so remember Malya...? No? Remember the Taris undercity and the outcast village and that old guy named Rukil who was searching for the Promised Land? Well he had an "apprentice" named Malya who was described as a young woman who died trying to find the Promised Land. Now I don't know about you, but that sounds like a serious missed opportunity to me: A female roughly the same age as Bastila who is adventurous and open-minded enough to be a crazy old man's apprentice! Also, I believe KOTOR would be better if you had an option as to which girl you want to end up with romantically. I don't really like Bastila, personally . Now you have a choice, Bastila or Malya. So in this story, Malya survives and joins up with the Main Character and the gang. She is an eccentric sweety-pie who has albinism and has never been outside the undercity, and has never seen the light of the sun in her life. However, she is less pessimistic than the other outcasts and believes in the symbol of hope itself, the Promised Land, even if only in spirit. As a youth, Malya finds a mysterious Holocron while exploring the undercity. She develops an understanding of the Force, and the lack of Jedi interference causes her to develop extremely unorthodox views. These views influence the Main Character and help to cause an even more tense love triangle with Bastila. Also, the Holocron's mysterious source eventually ties into the Main Character's story. What I Can Do -I can do graphics somewhat. I have already made a prototype Malya. I will also make her clothes. I made her a hoodie based on the Dark Jedi Female model, complete with a hood that actually moves with Malya's head! -I can dialogue edit. Mostly. -I can use KOTOR Tool. -I have a very intricate story already developed, I will tell you all about it if we email or Skype. It contains themes of acceptance, love and romance, spirituality and belief, and tradition vs open-mindedness. -I voice act for male characters. I also have ways to get voice actors for female characters. -I am nice and will be your friend forever if you help me . What I Need You To Do -I mainly need someone who can script the quests and cutscenes. I am lost when it comes to this stuff. I am also a full-time college student who works during breaks so I can't really dedicate a ton of time to learning this. -A couple of new areas/maps (they can be reused/reskinned) That's it really. Goals -Make a new fully voiced Party Member with an optional romance storyline. -Expand KOTOR 1's horizons with new looks at morality and spirituality (KOTOR 2 style). -Keep the look and feel of the original game and have the mod seamlessly weave into the normal storyline. -A new "Malya" ending. In addition, if things go well, I have storylines for an expansion that involves adding on the the Malya ending with a new faction that joins the Main Character's independent cause, discovering who made the mysterious Holocron that Malya found, and invading Coruscant . Alright, so if you are interested in helping in any way whatsoever, or if you just want to ask about the mod, feel free to contact me! You can reach me through PMs, or preferably Skype me, my name is justinkorycki (look for the weasel with the pipe!)
  8. Version 1.01

    14,079 downloads

    Author: Kainzorus Prime Mod Name: KotOR NPC Overhaul Mod ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod attempts to rectify the clone effect as much as possible by differentiating the characters where applicable, reassigning the sound sets and giving the characters different equipment to fit better with the story. 2. Installation: ========= Run the patcher and let it do its magic. If you also use the Sunry Murder Recording Enhancement mod, copy the .mod file from the compatibility folder and overwrite the one in the game's "modules" folder. 3. Compatibility: ========= The patcher ensures compatibility with most other mods, except those which also use .mod files that alter the same areas as this mod. A compatibility patch for Sunry Murder Recording Enhancement mod is included. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  9. Hello! I officially started on this, so I thought I should post progress in the official WIP channel as opposed to the general help one. This is my first attempt at making a mod, so any advice or callouts would be greatly appreciated. The outline is to bring a version of TSL’s richer companion interactions to K1. I am a big believer that story and gameplay should effect each other as much as possible, in TSL that is fulfilled by lots of real benefits for engaging with party members. The Exile has a huge effect on their companions, which makes sense given the plot. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I am building this mod on. The mod would give buffs to party members for finishing their sidequests. It would do this by equipping custom “hide” items to their hidden inventory slot when you finish their relevant quest. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their individual storylines. I have the following basics mapped out: Kotortool + K-GFF Editor - Create new .uti files for the items containing the buffs. Kotortool + Kotor Scripting Tool - Create a script that equips the item in the “hide” slot (or replace an item already there) DLG_Editor - Attach the script to the dialog event associated with completing the relevant quest DLG_Editor - Change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need The boosts would attempt to make each character closer to the utility of jedi in a narrative consistent way (Hidden in case you want to be surprised): Potential Concerns/Questions: I am planning to have the scripts activate on specific dialog entries that only appear when the sidequest is concluding. Would this have compatibility issues with other mods? If so, how can I best avoid that? Are there any limitations to what kind of bonuses work on "hide" items? These don't seem to be limited to just one kind of object, since Juhani just has an Eriadu Stealth Unit in that slot. A property like "Keen" typically only exists on weapons, could a single item give this property to all attacks? Are there any limitations to what feats/bonuses work between classes? As an example, could a non-Jedi wield lightsabers? In testing, just providing the Lightsaber proficiency feat did not 100% work (it unequipped when moving between areas). Progress: After initial testing, I have decided to pivot on one of the characters bonuses. Reasoning below; Details above. [4/29/21] Credits (Will continue to update as I go): Big thanks to @Thor110 for directing me to his video tutorial on Kotor modding! Additional gratitude for @DarthParametric as they talked through the issues I posted in this thread Blue for their Kotor Scripting Tool Fred Tetra for KotOR Tool tk102 for their DLGEditor
  10. Version 1.0.0

    112 downloads

    This is both a mod in itself, and a resource for modders to use. It allows data from KotOR 1 to be imported into TSL. It is extensible, so modders can very easily map variable values from KotOR 1 to KotOR 2 without any scripting required. There are several reasons why it might be useful to allow TSL to load data from a KotOR 1 save. The obvious example of where this would be useful is at the start of TSL when talking to Atton for the first time (where the player's choices determine what the game believes happened in the first game). It would be better if the game were aware of this without asking the player directly. Ideally, this would be TSL itself reading a KotOR 1 save, but for several reasons this is not feasible. Modders might also want to create new content which bridges between KotOR 1 and KotOR 2. For example, a mod which extends the KotOR/TSL storyline might benefit from knowing decisions that the player made in both games. Alongside the app (app.exe) is a folder called "requirements". This contains a yaml file "revan.yaml", which is an example of how you can dynamically tell the save importer which variables to import from KotOR 1, what variables to assign them to, and how to map the variables across. You can optionally install the file "101atton.dlg", which will change the initial conversation with Atton to no longer ask the player for information about KotOR 1 (because the game already knows this information, since you imported the data directly from your KotOR 1 save). IMPORTANT NOTES - You need to have a KotOR save which is far enough into the game that the ending has been determined. A save during the final battle of the game should be sufficient for this. If you don't have such a save, the variable "G_FinalChoice" can be manually set it in the GUI interface to the appropriate value (0 for LS ending, 1 for DS ending). - You can set/change variables within the tool using the GUI. - The mod was tested with TSLRCM; I make no guarantees about whether it would work without it. COMPATIBILITY This mod is compatible with TSLRCM. This mod changes the script "k_kreia_spawn", and (optionally) the DLG 101atton.dlg, and therefore should be compatible with any mod that does not change either of these scripts (except for TSLRCM, whose changes are incorporated into our files). Please ensure you install TSLRCM before installing this mod. INSTALLATION Please ensure you install TSLRCM before installing this mod. To use this tool, please follow these instructions: 1. Extract the compressed files, and run the executable "app.exe". 2. If you want to automatically import data from a KotOR 1 save, press the button "Load from KotOR 1 save". This will open a file selection box; navigate to the KotOR 1 save you wish to load from (it should be a folder). Select the folder and press "Select Folder". You can also manually edit/change the values in the GUI to your liking. Pressing "Create without KotOR 1 save" resets all values to their defaults. 3. Once you've imported and/or set the values to your liking, press "Write Script". The tool will then generate a file "k_kreia_spawn.ncs" in the folder alongside "app.exe". 4. Copy the file "k_kreia_spawn.ncs" into your TSL overrides folder. If you want to include the Atton dialog changes as well, copy the DLG file "101atton.dlg" into the TSL overrides folder too. UNINSTALLATION Delete the files "k_kreia_spawn.ncs", and "101atton.dlg" (if you installed it), from your overrides folder. INCLUSION IN OTHER MODS Anyone who wants to use this in their mod is free to do so, with appropriate attribution. CREDITS This mod is created by me (lachjames), Thor110, and VarsityPuppet. Thanks for VarsityPuppet for the idea for this tool, and our discussions on its implementation. Thanks also to Thor110 for his great advice and assistance with editing the DLG files (which I've never done before as I'm new to KOTOR modding). Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the unerf and gff2xml tools from xoreos-tools to read data from KotOR 1 saves. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here. Thanks also to Fred Tetra for creating the KotOR version of nwnnsscomp.exe, which is also used in this tool for compilation.
  11. Version 2.3

    5,152 downloads

    Authors: Kainzorus Prime, Darth DeadMan, Fair Strides, DarthParametric Mod Name: Clone Wars Armor Pack ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod will add variety of clone armors and two variants of DC-15 rifle to your game. You can either get them from the corpse of Republic Trooper aboard the Endar Spire, or use the console commands. 2. Installation: ========= Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods. 3. Usage ========= All armors, ten DC-15A and ten DC-15S rifles can be found on a Republic Trooper corpse aboard the Endar Spire, marked “Republic Quartermaster Corpse”. Item codes are as follows: clone_clean - Clean Episode III Armor clone_dirty - Weathered Episode III Armor clone_blue - 501st Legion Armor clone_red - Shocktrooper Armor clone_green - 442nd Siege Battalion Armor clone_yellow - 212th Attack Battalion Armor clone_grey - 41st Elite Legion Armor clone_star - 327th Star Corps Armor clone_neyo - 91st Reconnaissance Corps Armor clone_shadow - Shadowtrooper Armor clone_para - Paratrooper Armor clone_marine - Galactic Marine Armor clone_gree - Commander Gree’s Armor clone_cody - Commander Cody’s Armor clone_bacara - Commander Bacara’s Armor clone_bly - Commander Bly’s Armor clone_deviss - Captain Deviss’s Armor clone_commando - Commando Armor clone_boss - Delta-38’s Armor clone_sev - Delta 07’s Armor clone_fixer - Delta 40’s Armor clone_scorch - Delta 62’s Armor clone_classic - Clean Episode II Armor clone_captain - Clone Captain Armor clone_commander - Clone Commander Armor clone_sergeant - Clone Sergeant Armor clone_lieutenant - Clone Lieutenant Armor arc_basic - ARC Trooper Armor arc_red - ARC Captain Armor arc_blue - ARC Lieutenant Armor arc_yellow - ARC Commander Armor dc-15a - DC-15A Blaster Rifle dc-15s - DC-15S Blaster Carbine 4. Credits: =========== Special thanks to: MarcusLeCoy - Original 501st Legion texture. Dark_Cuillere - Original Commander Cody texture. Ruku - Most of original Episode III Clone textures. Pahricida - Original DC-15A model and textures. SoM3 - Original DC-15s model and textures. Holowan Laboratories - For all the great resources. 5. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  12. Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
  13. General scripting question as I am giving myself a crash course...I am trying to get a feel for how functions work together since I don't have any previous experience. Would something like the following be possible... Could you use "GetSkillRank" to dynamically alter the "nBonusMarkup" and "nBonusMarkDown" values within the OpenStore function? If you could, could it be as direct as just taking the value and using a formula like [Persuade/20]=X*100=nBonusMarkUp? Or would you need to set up a conditional to fire specific instances of "nBonusMarkUp" based on certain "greater than" values for persuade? If so, that feels like it would be a really cool mod! I'd be happy to give a stab at doing it, though it feels so easy I have to assume it wouldn't work or else someone would have done it by now 😅 I was inspired to ask based on this thread.
  14. Version 1.1.1

    11,746 downloads

    This mod replaces the vanilla and/or the installed Republic Soldier texture with the new shade-specularity tweaked version. # Background # The way I see it; the vanilla and/or already present Republic Soldier texture lacks some shading and reflection particularly on its trim, so I thought adding ones would somehow enhance its appearance. # About this Mod # Inside this mod are 6 options of new shade and specularity tweaked Republic Soldier texture in TPC format: [Main] New Shade for Male NPC Republic Soldier [Option-1] Vanilla version for JC's "Republic Soldier Fix for K1" - Male and Female * [Option-2] Vanilla Version Model - Female NPC Republic Soldier [Option-3] New Shade for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-4] Vanilla version for JC's "Republic Soldier Uniform for PC" - Male and Female * [Option-5] New Shade for JC's "Republic Soldier Fix for K1" - Male and Female NPC Republic Soldier * * Option 1, 3, 4 and 5 requires JCarter426/JC's "JC's Republic Soldier Fix for K1" to be installed first. # Final Remarks # There's always room for improvements - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: I suggest you to manually removes any TGA/DDS and TXI instances of the relevant files [if there're any] from the 'Override' folder. And then - run the installer [TSLPatcher.exe], and hit the [Install Mod ->] button! Uninstallation: remove the installed files from the 'Override' folder or replaces them with the files stored in the 'Backup' folder [if generated] Compatibility: this option will be compatible with JCarter426's "JC's Republic Soldier Fix for K1" as long as this mod was installed after the said mod has. With any mods that is using the same name for the assets and/or potentially overwrite this mod, no compatibility is guaranteed Redistribution: if you want to redistribute the mod - just go with it. Though less likely I will provide supports to any other place than DeadlyStream. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. I'd love to know what others are up too, particularly if my work are included. And then, make sure to credit BioWare & LucasArts with the release - particularly with the inclusion of the assets. An appreciation to this lil' peasant work here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've played DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for "JC's Republic Soldier Fix for K1" release; as without his mod - most of these contents would not have been possible Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor, and especially for making me revisit this mod for an update Salk for the input to include additional before-after screenshots Fred Tetra for the amazing KotOR Tool ndix UR for tga2tpc DrMcCoy for xoreos-tools' "xoreostex2tga" stoffe for the magnificent TSLPatcher, and Fair Strides for later improves it Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site -eb
  15. Every newcomer loves to ramble on and on about every little sliver of news about an upcoming Bioware or Star Wars project is going to be KOTOR3. This concept infects many other threads. The KOTOR3 rumor mongering will now be contained to this thread. If you want to infer from untitled projects that it will KOTOR3, do so here - and here only. Required reading before posting in this thread: Wookieepedia article on Star Wars: Knights of the Old Republic 3 Helpful article quotes about KOTOR3: From Eurogamer.net (31 Jul 2013): From IGN (24 Jul 2014):
  16. View File Taris NPC Overhaul Tired of seeing the same five people everywhere on Taris? Struggling to tell the Vulkars and Beks apart? Want your named quest-givers to stand out in a crowd? Then this is your mod. Uses TSLPatcher to make the following changes: [Main Mod] The serving staff now has a uniform more or less: red for Upper City, green for Javyar's Cantina. (Note: I chose to leave Gerlon in his red clothes with the logic that he's actively trying to blend into the background given that he's, y'know. A scammer.) Kandon Ark is now orange, and his bodyguard is green. Zelkor and Gurney both wear green now. Like unofficial Tarisian scrubs. Davik's Agent uses an alternate Black Commoner model, as does Hudron. Throughout the Lower City: Various modifications to the Vulkars and Beks to a) give them a little more gender/species equality and b) to color-code the gangs/alien stock models. Now when Matrik says you aren't in Hidden Bek colors, it might actually make sense. Beks: Blue/aqua Vulkars: Orange/red (Note: I left Davik's Estate unchanged. Based on Canderous's intro scene, it seems like Davik has an arrangement with the swoop gangs--either officially or on an individual basis. Indentured servitude: the Exchange at its finest.) In the Undercity: Hester now uses the Black Female Dirty Commoner model so she's not identical to both vanilla!Shaleena and one of the rakghoul victims. The Gate Guard Trewin has his name back. Igear is now Asian, while both of the beggars use different Black Commoner models (because we already have Gurney fullfilling almost the same role and that's just unfairly lazy). The Republic Soldier is in uniform. [Unique Heads] Dia now has a unique head based off PFHA02. Matrik has Zhar's head and wears Cinnegar Weave Armor. Holdan now has a unique head based off Dustil's, giving him a scruffy beard as well as a scar from Dia's vibroblade. Unique heads for Ice, Gerlon, and Marl based off PFHC03, PMHC05, and Gendar respectively, and a unique jumpsuit for Twitch colored to match the combat suits of his fellow duelists. Rukil has whiter hair, blue eyes, and a few tattoos/brands marking him as an Outcast and believer in the Promised Land. On the Swoop Track: Phirk gets a teal-colored jumpsuit to make him stand out while still following the Bek color scheme, while Redros has greener skin than his fellow Nikto and Doba has a morph of a regular and lite Rodian. [Undercity Culture] Gives all the Undercity commoners tattoos that say "Outcast" in Aurebesh. They aren't too obvious, but they do exist. [Optional Asian Shaleena] Gives Shaleena a unique Asian head based primarily on PFHA05. [Davik's Gamorrean Guest] Changes Davik's Rodian guest into a Gamorrean. For the lols. Submitter PirateofRohan Submitted 04/20/2021 Category Mods K1R Compatible Yes  
  17. I'm currently working on a mod to combat some of the clone effect on Taris, and to make some immersion-level tweaks. I'm limiting myself to working off of existing Kotor textures, but so far I've got the following changes: I also want to give Rukil a new head; my current idea is to just take the old Asian commoner head he has and make it bald. I'm open to suggestions if anyone has any input. It's certainly the largest mod I've tried, so I don't mind taking time on it.
  18. Version 1.5

    43,128 downloads

    Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/
  19. View File KotOR High Resolution Menus Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/ Submitter ndix UR Submitted 10/29/2017 Category Mods K1R Compatible Yes
  20. Version 1.2

    8 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?
  21. So I've run into a bit of an issue. I'm working on a mod to overhaul Taris's NPCs for immersive purposes and the one area I'm having trouble is attempting to give Holdan a unique head. I have the texture, new rows in heads and appearance, and the models, but the closest I can get is the black void head on his body. Anyone got some pointers? Taris NPC Overhaul (2).zip
  22. Version 1.1

    1,945 downloads

    Author: Kainzorus Prime Mod Name: Cassus Fett’s Unique Armor ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod adds an unique Mandalorian Neo Crusader appearance to Cassus Fett’s Battle Armor, while not affecting the three regular Mandalorian types seen in the game. 2. Installation: ========= Run the patcher, find the armor in the game. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Zbyl2 - Patcher help. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  23. Version 1.3.0

    1,844 downloads

    This mod presents you an overhauled version of Selven; a human high-profile assassin who became infamous for her extermination of the Ulgo family on Taris and tons of other assassination attempts. # Background # "Now you'll see why I'm the most dangerous assassin on Taris". Spoiler-alert!: # About this Mod # Changes to both the head and body texture so now Selven is more Selven. [Updated in 1.3] Selven's much harder to fight. She was now designed to be encountered with high level PCs; more likely with Bastila in the party. [Updated in 1.3] Some tweaks to the voice to fit her new personality. Selven got a new pair of blaster and blade. They were described as SS-SL7 Rapid Blaster and DM-SL7 Vibroblade. [Updated in 1.3] Some new stuffs in her inventory also; which some are proven to be valuable loots- if, she has been defeated. [Updated in 1.3 - 'Selven's "Vanilla" Difficulty and Inventory' patch included] # Final Remarks # Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- PM me at deadlystream.com [ebmar] or just write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. [Updated in 1.3] Uninstallation: Remove tar03_selven031.utc from the 'Override' folder. As to uninstall only the new voices, you can overwrite them again by choosing the option "Optional: Selven's Vanilla Voices" from the installer directory. [Updated in 1.3] Compatibility: Will not compatible with T7nowhere's "Weapons of the Old Republic" and any other mods that changes the value nor conflicted with tar03_selven031.utc. If you want to ensure this mod to work properly, install this mod after T7's "WotOR" and/or all other mods has. This mod is 100% compatible with Sithspecter's "High Quality Blasters" and DeadMan's "[K1] Vibrosword Replacement Pack", as the textures and models inside this mod are using different variations from the said mods. [Updated in 1.3] Redistribution: Do not redistribute this mod or re-release it on any website at all. If you're planning to re-use the assets from this mod- please, ask me for permission first. Most likely it will be granted. More importantly, give credits to Sithspecter and DeadMan, as SS provides us the blaster's resource and DM actually asking on his mod's page to only give him credits for using the blade's assets. And if you're planning to re-use the blade assets to a mod that you're going to release on Steam Workshop, it seems a permission would not be granted; referring to DM's wishes on the mod's page. While for others, a bit of credits to my name is always a welcome, welcome. [Updated in 1.3] Credits: [Updated in 1.3] DarthParametric for literally everything. This mod would not be possible without DP's hands-on approach. And with later development of this mod, I've been using DP's "addheader.bat" to re-compressed the .WAV files which tools have been proven very useful. Sithspecter for "High Quality Blasters: Modder's Resource". DeadMan for "[K1] Vibrosword Replacement Pack". A Future Pilot for the assistance with new entries of the blaster and the blade. If you find the new descriptions are somewhat interesting, they are AFP's work there. N-DReW25 and JustABitAgroed for their input to the updated .utc's inventory and some advices regarding to the attribution of both the blaster and the blade. Salk for the input to include the optional 'Selven's "Vanilla" Difficulty and Inventory' patch. Sith Holocron, UnusualCharacters and CarthOnasty for advices and discussions which having great influence on the creative process of this mod. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. bead-v and ndix UR for the MDLedit. Fred Tetra for the KotOR Tool. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb 1.3 Preview [featuring A Future Pilot's "K1 Lite Upgrader"].
  24. Version 1.0.0

    827 downloads

    [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, 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. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb
  25. ndix UR

    HD UI Menu Pack

    Version 1.1

    16,313 downloads

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